Illness adjustment - more dynamic
Illness adjustment - more dynamic
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Posted 2020-11-03 10:34:48 (edited)
I am a tester and remember a period where we thought illnesses were dynamic and then many were disappointed to find that they were not. I feel like illnesses should have periods of time where they are more or less common in order to reflect how they act in real life. Heatstroke
Ticks
Fleas
Ringworm
Cough
Influenza
Infection
Open Wound
Poison
If anyone has any other illnesses you think I should add, comment below! :) Comments to Consider "Support! Though I do think all biomes should have their own "plagues" so no biome would really be fully illness-free zone to make it balanced. Like, why would you ever explore in ______ if it has a much higher chance of contracting disease randomly than _____?" - (#489) "I think it would be interesting if sick wolves with contagious illnesses remained contagious for a rollover or two AFTER treatment. That's generally how it works in real life, after all." - Jill (#37441) |
Lily (GH!) #3016 |
Posted 2020-11-03 15:05:58
Support! Though I do think all biomes should have their own "plagues" so no biome would really be fully illness-free zone to make it balanced. Like, why would you ever explore in ______ if it has a much higher chance of contracting disease randomly than _____? |
Kahvinporo #489 |
Posted 2020-11-03 15:31:37
Support. I think having a more seasonal illness or even a biodome illness will help keep herbalist busy as you have to be prepared for certain illnesses due to the seasons or if you are going to linger in certain biodomes then heatstroke should be a higher factor. I am unsure if there could be an allergy or sensitivity to certain types of pollen in the spring (that may mean a need illness and cure setting up make this happen). Dogs scratch and bite as pollen falls on the skin so I think a tree pollen would be the main source as we have several wooded biodomes. Rabies I would not say create as I think it's basically you got it you die? But maybe heartworm again that would mean adding a cure and illness into play. |
Sasha #8605 |
Posted 2020-11-03 15:38:02
@ Kahvinporo I could definitely see where you're coming from. You have any thoughts on how I could fix my suggestion to be more balanced |
Lily (GH!) #3016 |
Posted 2020-11-03 15:41:45
Huge support. Illnesses make no sense right now |
Orion #1812 |
Posted 2020-11-03 15:53:06
To balance out the ones you have listed for summer and autumn, cough and influenza could be more common in the winter. Im not sure if its the same with canines as humans but it would make for some nice parallels. For your comment on wetlands being breeding grounds for bacteria and disease, ringworm is typical in hot and humid climates (could be a candidate for a swamp or rainforest plague @Kahvinporo was talking about). |
Pengu #6203 |
Posted 2020-11-03 15:55:37
Support, honestly hoping the game eventually has more detailed mechanics like this suggestion! |
QueenOfFrowns #3910 |
Posted 2020-11-03 16:02:44 (edited)
Alright! Looking at the biome thing here's what we have so far for our "plagues"
So we still need ideas for all the forests, grasslands, prairie, taiga, and mountains. |
Lily (GH!) #3016 |
Posted 2020-11-03 16:04:12
@Sasha I like the idea of allergies. Rabies, I agree, would be a no. It's incurable and lethal and so it would kinda suck to have alround. |
Lily (GH!) #3016 |
Posted 2020-11-03 16:26:07
Yeah, if rabies is in the game it should be an explore encounter with a rabid animal with no actual chance to get it. Adding onto the biome "plagues", maybe for riparian woodland its fleas, for the 3 starter areas its ticks. Im not sure what it would be for prairie, coniferous forest or taiga hmm. |
Pengu #6203 |